In This Article:

The main camera functions are available via the Camera panel of the Editor Viewport: you can switch between cameras, add new cameras to the current world, open the Camera Settings window, and toggle the flashlight attached to the camera.

Camera Panel

By default, there are 2 cameras in the world:

Engine Camera created from the world script. The view from this camera is rendered in a separate Engine Viewport, and you cannot change its settings via the UnigineEditor. This camera represents the current player. The Engine Camera can be changed via the script.

Editor Camera created from the editor script. This is the default camera of the UnigineEditor.

Notice

Both the Engine Camera and the Editor Camera always exist in the world.

You can also add new cameras. Such cameras can be used as watchpoints in the world: you can position the cameras at different points of the world and then switch between them via the Camera panel of the Editor Viewport, when necessary.

The option is available only in the orthographic camera mode (the Ortho option is checked).

Field of View(available only for the perspective mode)

Mode

FOV mode. The available values are:

Vertical FOV is used for the standard camera. In this case, the FOV is set in degrees.

Physically-Based Camera is used for the physically-based camera with the horizontal FOV. In this case, the FOV is calculated depending on the film gate and focal length of the camera according to the formula:

FOV = 2 * atan(film_gate / (2 * focal_length)) * UNIGINE_RAD2DEG

Vertical FOV Settings

Physically-Based Camera Settings

Degrees

Camera's vertical field of view in degrees. This is the area that can be seen in the viewport (how many degrees the camera covers).

An extremely big difference between the Near and Far Clipping Planes can cause black screen. Therefore, if the required Far Clipping Plane value is outside the range, adjust the Near Clipping value proportionately.

Masks

Viewport

A viewport bit mask for the camera that enables to selectively display objects, decals and lights in the camera viewport. If at least one bit matches, the object, decal or light will be rendered.
The mask can be edited.

Reflection Viewport

A viewport bit mask for the reflection camera that enables selective display of reflections from objects.
The mask can be edited.

Reverberation

A reverberation mask for the camera determines what reverberation zones can be heard. At least one bit of this mask should match the reverb mask of the sound source and the reverb mask of the reverberation zone.
The mask can be edited.

Sound

A sound mask for the camera that what sound channels can be heard. If at least one bit matches the sound source mask, the sound can be heard. Each bit of the source mask specifies a sound channel.
The mask can be edited.